/Engine/Source/Runtime/Engine/Classes/Engine/Level.h
UActor
class ULevel : public [UObject](API\Runtime\CoreUObject\UObject\UObject), public [IInterface_AssetUserData](API\Runtime\Engine\Interfaces\IInterface_AssetUserData), public [ITextureStreamingContainer](API\Runtime\Engine\Engine\ITextureStreamingContainer)
TObjectPtr<ULe...
ActorCluster
EActorPackaging...
ActorPackagingScheme
TArray<TObject...
Actors
Array of all actors in this level, used by FActorIteratorBase and derived classes
TArray<TObject...
ActorsForGC
Array of actors to be exposed to GC in this level.
TArray<TObject...
AssetUserData
Array of user data stored with the asset
uint8:  1
bActorClusterCreated
Whether the level had its actor cluster created.
uint8: 1
bAlreadyAssociatedStreamableResources
Whether we already associated streamable resources.
uint8: 1
bAlreadyClearedActorsSeamlessTravelFlag
Whether we already clearedAActor::bActorSeamlessTraveled.
uint8: 1
bAlreadyInitializedNetworkActors
Whether we already initialized network actors.
uint8: 1
bAlreadyMovedActors
The below variables are used temporarily while making a level visible.
uint8: 1
bAlreadyShiftedActors
Whether we already shift actors positions according to world composition.
uint8: 1
bAlreadySortedActorList
Whether we already sorted the actor list.
uint8: 1
bAlreadyUpdatedComponents
Whether we already updated components.
uint8: 1
bAreComponentsCurrentlyRegistered
Whether components are currently registered or not.
uint8: 1
bClientOnlyVisible
Whether this level is specific to client, visibility state will not be replicated to server
uint8: 1
bContainsStableActorGUIDs
Whether the level has been saved after introducing actor GUIDs
uint8: 1
bFixupActorFoldersAtLoad
Whether the level should call FixupActorFolders on its actors when loading the level/actors (only used when level is using actor folder objects)
uint8:  1
bGarbageCollectionClusteringEnabled
If true, allows garbage collection clustering for the level
uint8: 1
bGeometryDirtyForLighting
Whether the geometry needs to be rebuilt for correct lighting
uint8: 1
bHasCurrentActorCalledPreRegister
Whether the actor referenced by CurrentActorIndexForUpdateComponents has called PreRegisterAllComponents
uint8: 1
bHasRerunConstructionScripts
Whether this level has gone through a complete rerun construction script pass.
uint8: 1
bIsAssociatingLevel
Whether this level is in the process of being associated with its world (i.e. we are within AddToWorld for this level
uint8: 1
bIsBeingRemoved
Whether the level is currently being removed from the world
uint8:  1
bIsDisassociatingLevel
Whether this level is in the process of being disassociated with its world (i.e. we are within RemoveFromWorld for this level
uint8: 1
bIsLightingScenario
Whether the level is a lighting scenario.
uint8:  1
bIsPartitioned
Whether the level is partitioned or not.
uint8: 1
bIsVisible
Whether the level is currently visible/ associated with the world.
uint8: 1
bLocked
Whether this level is locked; that is, its actors are read-only Used by WorldBrowser to lock a level when correspondingULevelStreamingdoes not exist
bool
bPromptWhenAddingToLevelBeforeCheckout
bool
bPromptWhenAddingToLevelOutsideBounds
uint8: 1
bRequireFullVisibilityToRender
Whether this level should be fully added to the world before rendering its components
uint8:  1
bStaticComponentsRegisteredInStreamingManager
Whether the level has finished registering all static components in the streaming manager.
uint8:  1
bTextureStreamingRotationChanged
Whether a level transform rotation was applied since the texture streaming builds.
bool
bUseExternalActors
Use external actors, new actor spawned in this level will be external and existing external actors will be loaded on load.
uint8: 1
bWasDuplicated
Whether this level was duplicated
uint8: 1
bWasDuplicatedForPIE
Whether this level was duplicated for PIE
int32
CurrentActorIndexForIncrementalUpdate
Current index into actors array for updating components.
int32
CurrentActorIndexForUnregisterComponents
Current index into actors array for updating components.
std::atomic< ui...
FixupOverrideVertexColorsCount
std::atomic< ui...
FixupOverrideVertexColorsTimeMS
EIncrementalCom...
IncrementalComponentState
The current stage for incrementally updating actor components in the level
TWeakObjectPtr<...
InstancedFoliageActor
Cached pointer to Foliage actor
TWeakObjectPtr<...
LevelBoundsActor
Actor which defines level logical bounding box
FGuid
LevelBuildDataId
Identifies map build data specific to this level, eg lighting volume samples.
FLinearColor
LevelColor
The level color used for visualization.
TObjectPtr< cla...
LevelScriptActor
The level scripting actor, created by instantiating the class from LevelScriptBlueprint.
TObjectPtr< cla...
LevelScriptBlueprint
Reference to the blueprint for level scripting
FLevelSimplific...
LevelSimplification
Level simplification settings for each LOD
FIntVector
LightBuildLevelOffset
Level offset at time when lighting was built
float
LightmapTotalSize
Total number of KB used for lightmap textures in the level.
TObjectPtr<UMa...
MapBuildData
Registry for data from the map build.
TObjectPtr< cla...
Model
BSPUModel.
TArray<TObject...
ModelComponents
BSP Model components used for rendering.
TArray<TObject...
NavDataChunks
Navigation related data that can be stored per level
TObjectPtr< cla...
NavListEnd
TObjectPtr< cla...
NavListStart
Start and end of the navigation list for this level, used for quickly fixing up when streaming this level in/out.
int32
NumTextureStreamingDirtyResources
Num of resources that have changed since the last texture streaming build. Updated in map check.
int32
NumTextureStreamingUnbuiltComponents
Num of components missing valid texture streaming data. Updated in map check.
FLevelTransform...
OnApplyLevelTransform
FLevelCleanupEv...
OnCleanupLevel
FLoadedActorAdd...
OnLoadedActorAddedToLevelEvent
FLoadedActorAdd...
OnLoadedActorAddedToLevelPostEvent
FLoadedActorAdd...
OnLoadedActorAddedToLevelPreEvent
FLoadedActorRem...
OnLoadedActorRemovedFromLevelEvent
FLoadedActorRem...
OnLoadedActorRemovedFromLevelPostEvent
FLoadedActorRem...
OnLoadedActorRemovedFromLevelPreEvent
TObjectPtr<UWo...
OwningWorld
The World that has this level in its Levels array.
uint32
PackedTextureStreamingQualityLevelFeatureLevel
Packed quality level and feature level used when building texture streaming data.
AActor*
PlayFromHereActor
FPrecomputedLig...
PrecomputedLightVolume
The precomputed light information for this level.
FPrecomputedVis...
PrecomputedVisibilityHandler
Contains precomputed visibility data for this level.
FPrecomputedVol...
PrecomputedVolumeDistanceField
Precomputed volume distance field for this level.
FPrecomputedVol...
PrecomputedVolumetricLightmap
The volumetric lightmap data for this level.
FRenderCommandF...
RemoveFromSceneFence
Fence used to track when the rendering thread has finished referencing thisULevel's resources.
float
ShadowmapTotalSize
Total number of KB used for shadowmap textures in the level.
TArray< FVector...
StaticNavigableGeometry
Threes of triangle vertices - AABB filtering friendly.
TArray<FGuid>
StreamingTextureGuids
The Guid of each streamable texture refered byFStreamingTextureBuildInfo::TextureLevelIndex
TArray<FName>
StreamingTextures
The name of each streamable texture referred byFStreamingTextureBuildInfo::TextureLevelIndex
TArray<FGuid>
TextureStreamingResourceGuids
The Guid list of all materials and meshes Guid used in the last texture streaming build.
FTickTaskLevel ...
TickTaskLevel
Data structures for holding the tick functions
FURL
URL
URL associated with this level.